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Old 11-07-2009, 02:11 PM   #1
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Question [4e] Zendikar help

Can someone provide help on building a good ally deck? I'm thinking on buying some boosters because the landfall I made is quite mediocre. Thinking of adding more blue control instants, but an ally deck sounds good to-


wait... wrong forum.


So I got into magic. It has this nice world called Zendikar and it could work really nice as a campaign setting. I am actually thinking on running a game based around the setting, with players starting as Adventurers and perhaps becoming Planeswalkers by epic level.

A world with lots of treasure, adventure, traps, deadly creatures. So many campaign hooks! I need some help adapt it tho.

My main problems are Merfolk and Kor.

The Kor I figure I can make them Goliaths with +2 Dex instead of +2 Con. The Merfolk? Kinda hard. +2 Int sounds right for them, but I have no other way to figure something out.

Comments? Help? M:tG sucks?
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Old 11-07-2009, 02:21 PM   #2
Doc Roc
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Default Re: [4e] Zendikar help

How about Sea Kin from races of destiny?
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Old 11-07-2009, 02:28 PM   #3
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Default Re: [4e] Zendikar help

Quote:
Originally Posted by Doc Roc View Post
How about Sea Kin from races of destiny?
4th edition, yo
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Old 11-07-2009, 02:30 PM   #4
Mando Knight
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Default Re: [4e] Zendikar help

Quote:
Originally Posted by Doc Roc View Post
How about Sea Kin from races of destiny?
4e. Right in the title.

For the Merfolk, I'd look at using the Watersoul Genasi as a base. Perhaps steal it wholecloth except make it not count as a Genasi and let the player choose the second language.
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Old 11-07-2009, 02:31 PM   #5
Kurald Galain
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Default Re: [4e] Zendikar help

Merfolk.

+2 Dex, +2 Int
+2 to Athletics and to Nature
Size normal, speed 6, vision normal
Language: common, primordial
Can breathe underwater indefinitely, and has a swim speed equal to their normal speed.
Resist cold 5 (10 at paragon, 15 at epic).

Siren's Song (encounter power): minor action, range 10. (int, wis or cha) vs Will. Hit: pull the target three squares. At paragon, +2 to hit, and does 1d6 psychic damage. At epic, +4 to hit, and does 2d6 psychic damage.
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